/robowaifu/ - DIY Robot Wives

Advancing robotics to a point where anime catgrill meidos in tiny miniskirts are a reality.

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Still trying to get done with some IRL work, but should be able to update some stuff soon.


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Welcome to /robowaifu/, the exotic AI tavern where intrepid adventurers gather to swap loot & old war stories...

Black Magic M66 3D Modelling Project & Battledroid Robowaifus SophieDev 07/27/2021 (Tue) 14:03:16 No.11776
Decided it may be best to place my 3D digital modelling efforts in a separate thread to my work on 'Elfdroid Sophie'. I think this thread will still belong under "Personal Projects". At the moment the 3D modelling begins over on her thread: >>11644 >>11657 I'm using some source material from Masamune Shirow's 1987 OVA "Black Magic - M66" (which itself was based off his 1983 manga). However, as a child of the late eighties/early nineties, I loved 'Transformers', and I was also a big fan of the 'Heavy Gear' series (similar to MechWarrior), and Armored Core. So I often get the urge to create battle-ready robowaifus, but I can only create them virtually. Because obviously I cannot get hold of machine-guns, explosives, tank cannons, and rocket launchers IRL. Good thing, too, since if I were given access to live ammunition I would almost certainly blow myself into a flying streamer of giblets. But I digress. This thread may also be a good place for any equally deranged anons who wish to post images of military-grade robowaifus, either found online or their own creations?
>>12626 Yes of course it would Anon. Please do.l
>>12626 Yes, please do Anon.
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>>12628 Allieanon again, Are cyborgs off topic? Only reason I havent posted renders is because I thought it was OT. read the meta thread and saw that cyborgs were Ok. The only challenge I have left is sculpting a hilt ornament for one of her accessories. Im no master sculptor. Also asking for a solution on how to fix the rigging issue in blender where instead of the skeleton symmetrizing Left to right after every bone is labelled except the center bones, it symmetrizes from the feet downwards.... Google did not help for me on this one.
>>13081 Cool design, I don't know much about blender but, maybe you're clicking on the wrong axis? Usually I model with the x axis being the point of symmetry.
>>13081 We don't really build cyborgs (yet) and this thread was about M66. Is it about how to model bodies?
>>13081 >Also asking for a solution on how to fix the rigging issue in blender where instead of the skeleton symmetrizing Left to right after every bone is labelled except the center bones, it symmetrizes from the feet downwards.... My guess just offhand is you need to go into the property settings for your mirror modifier and change the orientation for it?
Have uploaded everything I've done so far on M-66 to the file repository for Elfdroid Sophie which can be found here: >>9216 It's the file 'M66_f11.blend'. Feel free to do with her as you will. Even though I really enjoy 3D digital modelling, I have had to put this on the back burner, because it just takes so much time. I need money if I am to get any kind of waifu (I doubt the Tesla robot will be cheap if it gets released). So I gotta spend my time on job-related training.
>>13095 >Have uploaded everything I've done so far Thanks. >because it just takes so much time That's what I've feared. >job-related training Okay, sounds wise.
>>13095 Thanks for sharing SophieDev! Your work is sehr gut!
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>>13095 Sounds like a good idea and good luck with your training! Thank you being an inspiration to do better with my own models and other Robowaifu engineers. >>13088 I wound up duplicating the armature and mirroring it over the correct global axis I needed. Then since blender can be incredibly stupid at times, had to re-label the bones again back from "bone.R.001" to "Bone.L" when parenting/connecting the Left arm and leg to the skeleton and deleting the duplicate center bones.
>>13096 >>because it just takes so much time That's what I've feared. Dont be discouraged anon, you get faster as you go along and learn new and better techniques over time.
>>13095 Thank you kindly SophieDev, good luck with your studies. >>13099 Hello there AllieDev. Nice armature work by the looks of it.
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Elfy has way less polygons but is way mo fun!
>>14281 Elfy-gril a cute. Heh, just stick with it bro. Everything good comes to those who wait and work their a__es off to get it! I'm going for years at my little chore now.... :^)
>>14281 BTW, I think Elfy would make a great little fairybot/moebot, SophieDev. Any plans for her beyond the modelling phase?
>>14283 She might make a derpy Christmas decoration? Elfy is just a lot quicker to learn fundamentals with than the way more realistic and render-heavy m66 model (that still needs a lot of fixes and refinement because I made a lot of mistakes internally). I'm not yet skilled enough to texture paint, rig and animate m66, so I will learn on Elfy.
>>14303 People doing similar stuff to us, are the ones building animatronics. Mainly for Halloween and maybe more for their own parties. This might be a way for some of us to make money while still learning things useful to building robowaifus. It's different, but there are overlaps. Thought about this myself, designing some fancy pumpkin, which I could print during the year and then sell them locally around October. Didn't do it, though. Just in case, we have a thread for that: >>3119
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>>14523 Outstanding progress, SophieDev. Keep it up!!
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>>14303 >She might make a derpy Christmas decoration? I would like to get one some day! :3
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Press this then that then this then go into this mode then select all and ctrl+P and shift select then switch modes again then do this thing I should have mentioned at the start because the whole voodoo breaks if you forget it then press W and Alt select but don't forget to turn this this and this off or the program will throw an error now go back into edit mode and select all then...
I realise the irony of me taking the piss out of the many bad Blender tutorials out there...then posting my own Blender tutorial. But this problem; mesh-to-rig parenting failure - had me stumped for days before I finally found the solution. Position the bones of your rig to the appropriate joints on your character's mesh. I used the Rigify Blender add-on and chose the human meta-rig. With that done, go into object mode and toggle X-ray view on (so you can see your rig inside your model). Select the model mesh (this should be one single, joined solid object - not several different parts) Shift + select your rig. Ctrl+P to parent mesh to the rig Set parent to 'With Automatic Weights'. Then go into Pose mode. Select a bone. If it doesn't move or rotate the mesh when you press G or R*, then the parenting has failed. A MAJOR REASON WHY PARENTING MESH TO RIG FAILS IS BECAUSE YOUR MESH IS TOO HIGH-POLY! You will need to take a duplicate of your mesh (preserve the high-poly original), switch to edit mode and then select the Mesh menu, scroll down to Clean Up, and select Decimate Geometry. I tested it by going straight for a Ratio of 0.5 (halving the number of polys I guess?), and then when I parented this simpler mesh to the rig, it finally fucking moved properly! The weights are shit and the mesh looks horrendous, but next steps are fine-tuning to see how many polys I can preserve before rigging failure occurs, and improving the weighting of individual bones. * It helps to have the 'show gizmo' button near the top right corner of the 3D view (the curve with an arrow pointing through it) set so that all 'object gizmos' are showing; especially move and rotate. This way the x,y,z movement circles will appear when you select a bone.
>>14636 >>14638 Regardless of your trials with mastering her rigging, M-66 is looking quite nice SophieDev. Good job. Thanks for taking the time and posting your instructions here, I'm sure they will be helpful. >A MAJOR REASON WHY PARENTING MESH TO RIG FAILS IS BECAUSE YOUR MESH IS TOO HIGH-POLY! Weight-painting is an entire (and unusually tricky) sub-discipline within the 3D animation field. Don't be discouraged by your starts & stops with it. You are obviously more skilled already than 99% of the population at it. >and then when I parented this simpler mesh to the rig, it finally fucking moved properly! So-called 'proxy meshes' are an important tool in the TD's toolbox, and are the main interface for animation artists, along with the control rigs they're given to use. You will eventually find an appropriate mechanism and control scheme to use SophieDev if you just don't quit. You'll get there, just keep moving forward--she's gonna be amazing! :^) Cheers.
>>14641 Cheers mate! However hard 3D modelling and animation might be, it's currently the only way to make the robowaifu of your dreams. So that's a big motivator. (Unless you have tens of millions of dollars and access to a team of pro engineers, high-end CNC machines, dozens of different harmonic drives and a few hundred kilograms of titanium, aluminum and stainless steel).
>>14641 You are right about this being tricky. The automatic weights thing gives some very rough results so I am currently experimenting and so far I have an abnormally squishy little elf. The arms and legs work but everything else is a complete mess. Cannot just feel my way through this stuff. I am going to "deep-dive" into this and read a book or the sections of the Blender books I already have exclusively on rigging and weighting.
>>14642 >(Unless you have tens of millions of dollars and access to a team of pro engineers, high-end CNC machines, dozens of different harmonic drives and a few hundred kilograms of titanium, aluminum and stainless steel) Lol. If you are a refined, discriminating anon who will settle for nothing less than the toppest of top-tier AAA sci-hi-fi robowaifus. Ones that are the nothing less than the cuttingest of the cutting-edge!11 :^) But some of us will be happy with just a cute Sumomo-chan-tier robowaifu to cheer us up with their kawaii little voices and quaint sayings. I remember some Anon who thought about the long-game for tech advances, and was willing to patiently and optimistically work towards that future. Where'd that guy go, SophieDev? (>>7693) :^) We'll get there, stay upbeat and keep moving forward! >=== -prose edit
Edited last time by Chobitsu on 12/12/2021 (Sun) 09:49:49.
>>14661 I was just fantasizing over my ideal robowaifu scenario. Like what I would have made Sophie into if I was some big-shot CEO with money to burn (like Musk LOL). That's all. Ofc one guy with a 3D printer, no machine-shop, very little disposable income and cheap off-the-shelf parts will have to be content with something way simpler. On that topic; last I read even Elon's passion project is in deep shit because his "Raptor" engines won't work properly. I wonder if that will also mean no Tesla-bots? Eh, what can I say? It's a tough world. That's why I like M-66. She's properly tough like the Terminators or Men of Metal. No human frailty.
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Starting to figure this out I think. Finally got joints moving cleanly without dragging random parts of the mesh along with them. Very glad I made simple model to experiment on because there's not a chance I would have been able to figure this out using my high-poly M-66 mesh. When you parent the mesh with automatic weights, it produces anomalies such as the one in image attached where part of Elfy's body moves along with her arm (you can see the slight green weighting on her body - I did not paint that there - it was auto-generated by Blender). This is despite having the mesh in a T-pose with arms well away from the body when the armature was constructed. So I basically have to check every vertex group and see what kind of mess has happened with the weighting, then correct it. You can get some quite funny results with badly weighted facial bones though. It's similar to squashing the fat cheeks of a small child.
>>14674 Good job SophieDev, you're getting there. Grant Abbitt has a brief introduction to weight-painting in the fish and flags rigging segments of his Sea Shack tutorial series (>>12250). I recommend you have a look at that if you can make time to. But be aware: character rigging is far more technical and fiddly than the simple examples he gives. But you're obviously on your way. Keep up the good work!
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>>14683 a cute!
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>>14684 I have this mind-canon where elves all start out looking like chunky little children's toys. After 100 years they start to look less cartoony and more like human children. After several centuries they look teenaged (think Zelda and Link in BoTW or Deedlit in Record of Lodoss War) and after roughly 500 years they reach young adulthood (pic related). Also, I can't get into the FFXIV servers at all at the moment. Too much congestion due to release of Endwalker. But at least I can see my character again now. I just like to spin her around on her turntable in the lobby and admire the texture work of the pros.
>>14685 That's nice head-canon Anon, I like it! Seems like it follows pretty closely most of the Elven lore I've heard (well except for child's toy thing hehe). >I just like to spin her around on her turntable in the lobby and admire the texture work of the pros. Keep it up, and soon you'll be one of the Pros, Anon. Good luck.
>>14683 Did you rig her hair SophieDev? I'd love to see this one animating tbh.
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>>14699 Yeah, she has "hair-bones" now. Very strange concept. I wanna find out how they do more advanced hair textures because for now it's just one big sheet. I remember ages ago I made some hair using a physics engine in Z-brush but it looked like a mop made from wire and absolutely murdered my GPU. There is so much I want to do, but due to work I can only "dabble" now and then. Not that I'm complaining. It's like that for everyone and I'm lucky to have a decent computer (GTX680 FTW LOL). Just gotta take it steady and learn one thing at a time. Like when ppl ages ago used to whittle those little wooden chess pieces - 'cept these models can glow and move about.
>>14702 Great insights Anon. If you can master both modeling and rigging as well, then I'd suggest you take on texturing and materials next.
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In rare instances where the Elfy feels threatened or is exposed to the elements, it folds it's long, thick hair almost entirely around it's body. This provides the Elfy both protection from the cold, and a degree of camouflage. However, if an Elfy is forced to stay in this enveloped state for longer than a couple of hours, it's ears will fall off; only regrowing again later, once the threat has passed.
>>14718 > Sir David Attenborough Voice ON Lel. NK I didn't see that until I had read the post. Naicu. :^)
Finally solved this MF of a problem that was making the arms and hands of my mesh drag all over the place...I had left arm weighting all over the right arm, and left hand weighting on the right thumb! (Also, it took me a while just to realise that each vertex group specifically refers to only a single bone - if weight painting the upper arm left, you don't paint the entire left arm and hand. Only add weight to upper arm left. Noob mistake I know, but I caught on soon after I got automatic mesh weights working.)
Congrats SophieDev, glad you got it sorted! Your detail comments in the graphs is appreciated too.
>>11776 The idea of battledroid robowaifus is really cool. Not only does it allow for really cool features like battling or even allowing them to fly by you also get to use more exotic designs when building them.
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>>14977 Yup, the Japanons are masters of female battledroids. I remember in the early nineties TOMY released a series of toys called Z-Knights, which were all battledroids. I was fortunate enough to own one as a kid. I always thought Transformers were a little daft with the whole "disguising high-tech war machines as cars " thing. So I liked the Z-Knights more. They were all male I believe, but could still be another source for robowaifu inspiration. A female Z-Knight would be freaking awesome as well. .
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M-66 has learned me lots about character modelling Blender (mainly what not to do and then how to correct it). Consequently, despite extensive repairs and improvements, her basemesh topology is still rather fugged because I made so many mistakes while working on her. I have almost completed the process of getting her into a fully rigged and weighted state (just some cleaning up of a few more vertex groups still to do). But after more than six months, 488MB of models and 36 iterations I decided to give myself a bit of a rest from M-66 for now. Instead, I am starting the 'Honey Select to Blender Extraction Project'! Because the original 3D model for Sophie is still trapped inside Honey Select, which greatly limits where I can put her, what props she can interact with and how she could be animated. So I want to try and set her free from her mother-program by employing a combination of NinjaRipper, Noesis, the Blender knowledge I've gained working on M-66 and Marmoset Toolbag 4 for easier texturing.
>>15075 Lowering her poly count would be helpful. Be weary, game rips are designed to be used digitally. I have faith you can modify her design to work, just be mindful and careful when working with those designs. Wishing you the greatest of luck on your endeavor.
>>14977 Thanks for the design inspiration anon, had tried something similar to that outfit on my kos mos but ended up scrapping it since it was redundant. >>15076 >lowering the polycount That is something I keep in mind when modeling. Though at the moment I am learning how to make texture sheets again since the sources I was using were unclear.
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That actually posted! Didn't think it would LOL. As you can see I have been messing about uploading .OBJ files to Mixamo. I couldn't get any of the textures to work on Sophie because the texture map will not align to the UV. Not even sure this is doable in Blender TBH. Also, M-66's knees are glued together, both her shoulders have collapsed and it looks like some vertices on her arms are assigned to her spine or some shit XD. Other than that, cracking show.
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>>15084 You have her looking pretty awesome I'd say SophieDev, really nice. Just track down the offending verts and get them weighted over to their correct bones. IIRC there's some kind of 'weight smooth' function? >>15085 You just need to tweak thinks a bit Anon. The UV unwrap looks clean AFAICT. Just twiddle things a bit to line up. Primarily you'll need to rotate the texture image CCW 90 degrees, then scale down & slide over the UVs to match up. >pic related Good luck SophieDev!
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I have reason to believe that Illusion has encrypted or scrambled it's UV maps. Because I was following the Youtube tutorial by LotusEyes on how to export characters from Honey Select, and he mentioned that Illusion assets have "encryption" to stop them being ripped and used by people in other games/projects. So you can only export heavily modded (non-Illusion) assets. Unfortunately, Sophie uses no such modded assets. This might explain why my head appears covered in a really scrambled up tooth texture when I load the raw RIP file. The head that LotusEyes uses on the other hand, appears a transparent light-grey, which he says is 'already UV unwrapped'. This doesn't just happen on the head either. Every ripped mesh is covered in scrambled textures. Bummer. My only choice now would be to paint textures of my own, but I will not be able to get anywhere near the quality of those used by Illusion, whose skin textures appear photo-real.

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